Nice turn your brain off game! I almost got all the way there!How on earth did you let the player spawn so many balls without frying the GPU, did you use an Entity Component System or super-batching or something?
Thanks! yeah I've been using Unity's GPU instancing stuff (Graphics.RenderMeshInstanced) for the bullets, loot and HP bars. I was suprised by how well it worked and how performant it is in the WebGL build :)